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GameCube

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Сообщения, опубликованные GameCube


  1. BarmaGlot ну в оригинальном зп, обычные дефолтные нпсы бегут к ближайшему укрытию. Прикол в том что, если я буду в укрытии, то они выживут, а если я буду не в укрытии, они также погибают как и гг. Вот я и подумал как дать им команду идти в укрытие. То есть они сами должны идти? Без всяких правок в файлах?


    Дополнено 0 минут спустя

    Kion что перед вылетом делали?


  2. 18 минут назад, Policai сказал:

    Я Вам про это сказал ещё в самом начале обсуждения...

    Policai Я обратил внимание, просто эксклюзивы спавнились нормально как обычно до этого. Не спавнились дефолтные нпс. И это меня сбило с толку. Насчёт сетки, я компилировал на драфте. Буду исправлять косяки, на которые вы указали выше. Спасибо большое за помощь.


  3. Policai ну я ими и не пользуюсь. Лог x-ray я кидал выше, логи батников сейчас поищу.


    Дополнено 2 минуты спустя

    Кстати я заметил, что раньше спавнилось в смарте 21 нпс, а сейчас 17, может это они не могут заспавнится? Вылет во время выброса, что может спавнится под конец выброса, кроме артов в аномальной зоне, которые я ещё не делал.


    Дополнено 22 минуты спустя

    xrai_mnxavolk.log

    Policai этот лог?


    Дополнено 48 минуты спустя

    Короче ребят. Вопрос снят. Проблема почему-то не в сетке, а в логике эксклюзивов. Для них в общем надо отдельный смарт делать. Хотя раньше такого не было. И почему вылетало под конец выброса, тоже без понятия. Эксклюзивы спавнились, но не на своих местах, такое и раньше было. Но всё работало и я забил пока что на это. Видимо после перестройки сетки у них что-то сломалось.

    Как-то так, я сам не понял что написал. Просто проблема в файлах была, я убрал пока что сквады с эксклюзивами. Посмотрим что будет дальше.


  4. denis2000 ладно, что-нибудь придумаю.


    Дополнено 3 минуты спустя

    denis2000 спасибо за помощь! Можете подсказать для чего в дальнейшем нужны кнопки smooth selected и reset selected, первое вроде выравнивает сетку, а второе вообще её ломает.


  5. denis2000 вёрфинг я делал, он пишет ошибок нет. Не пойму какая тут связь с выбросом.Переделал я сетку по новой, вылет тот же.

    Ещё я нашёл свежий подробный лог.


    Дополнено 2 минуты спустя
    Цитата
    Спойлер

    * Detected CPU: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz [GenuineIntel], F6/M10/S9, 2492.00 mhz, 32-clk 'rdtsc'
    * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
    * CPU cores/threads: 2/4

    Initializing File System...
    using fs-ltx fsgame.ltx
    FS: 52893 files cached 9 archives, 9235Kb memory used.
    Init FileSystem 5.853732 sec
    Build: 237
    Build date: Oct  5 2019

    Non-open source build
    EH: 75C4673FD8397B273851F7137AB3FD80

    -----loading e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\system.ltx
    -----loading e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\system.ltx
    -----loading e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\system.ltx
    Initializing Engine...
    Starting INPUT device...
    Loading DLL: xrRender_R2.dll
    Loading DLL: xrRender_R3.dll
    refCount:m_pAdapter 1
    Loading DLL: xrRender_R4.dll
    command line 
    Executing config-script "user.ltx"...
    [c:\users\public\stalker lw\stalker lw~1.-\user.ltx] successfully loaded.
    Loading DLL: xrRender_R2.dll
    Loading DLL: xrGame.dll
    * [win32]: free[4038140 K], reserved[58440 K], committed[97660 K]
    * [ D3D ]: textures[0 K]
    * [x-ray]: process heap[24091 K], game lua[0 K], render[0 K]
    * [x-ray]: economy: strings[20312 K], smem[0 K]
    SOUND: OpenAL: enumerate devices...
    SOUND: OpenAL: EnumerationExtension Present
    dir[0]=E:\MoDoStRoY\S.T.A.L.K.E.R. Last Wish\bin\
    dir[1]=E:\MoDoStRoY\S.T.A.L.K.E.R. Last Wish\
    dir[2]=E:\MoDoStRoY\S.T.A.L.K.E.R. Last Wish\bin\
    dir[3]=C:\WINDOWS\system32\
    CleanDeviceSpecifierList
    CleanDeviceSpecifierList Generic Hardware
    devices Generic Hardware
    SOUND: OpenAL: system  default SndDevice name is Generic Hardware
    SOUND: OpenAL: default SndDevice name set to Generic Software
    SOUND: OpenAL: All available devices:
    1. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
    2. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
    Executing config-script "e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\default_controls.ltx"...
    [e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\default_controls.ltx] successfully loaded.
    Executing config-script "user.ltx"...
    Executing config-script "e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\rspec_extreme.ltx"...
    [e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\rspec_extreme.ltx] successfully loaded.
    Executing config-script "e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\default_controls.ltx"...
    [e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\default_controls.ltx] successfully loaded.
    ~ Invalid syntax in call to 'r2_aa_break'
    ~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
    ~ Invalid syntax in call to 'r2_aa_weight'
    ~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
    ~ Invalid syntax in call to 'sv_adm_menu_ban_time'
    ~ Valid arguments: ui_mp_am_10_minutes/ui_mp_am_30_minutes/ui_mp_am_1_hour/ui_mp_am_6_hours/ui_mp_am_1_day/ui_mp_am_1_week/ui_mp_am_1_month/ui_mp_am_3_monthes/ui_mp_am_forever
    [c:\users\public\stalker lw\stalker lw~1.-\user.ltx] successfully loaded.
    SOUND: Selected device is Generic Software
    * sound: EAX 2.0 extension: absent
    * sound: EAX 2.0 deferred: absent
    * sound : cache: 65537 kb, 4856 lines, 13820 bpl
    Starting RENDER device...
    * GPU [vendor:1002]-[device:6840]: AMD Radeon HD 7600M Series
    * GPU driver: 8.17.10.1404
    * CREATE: DeviceREF: 1
    * Vertex Processor: PURE HARDWARE
    *     Texture memory: 4076 M
    *          DDI-level: 9.0
    * GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
    * GPU vertex cache: unrecognized, 16
    * NVAPI is missing.
    * Starting rendering as 2-GPU.
    * DVB created: 1536K
    * DIB created: 512K
    ! Renderer doesn't support blender 'effects\shadow_world'
    * NULLRT supported
    * ...and used
    * HWDST/PCF supported and used
    compiling shader dumb
    compiling shader dumb
    compiling shader accum_mask
    compiling shader accum_sun_mask
    compiling shader copy_p
    compiling shader accum_volume
    compiling shader copy
    compiling shader accum_sun_near
    compiling shader accum_sun
    compiling shader accum_sun_cascade
    compiling shader accum_sun_cascade_far
    compiling shader accum_omni_unshadowed
    compiling shader accum_omni_normal
    compiling shader accum_omni_transluent
    compiling shader accum_spot_unshadowed
    compiling shader accum_spot_normal
    compiling shader accum_spot_fullsize
    compiling shader accum_volumetric
    compiling shader accum_volumetric
    compiling shader accum_indirect
    compiling shader bloom_build
    compiling shader bloom_filter
    compiling shader bloom_filter_f
    compiling shader bloom_luminance_1
    compiling shader bloom_luminance_2
    compiling shader bloom_luminance_3
    compiling shader combine_1
    compiling shader combine_1
    compiling shader combine_2_AA
    compiling shader combine_2_NAA
    compiling shader combine_2_AA_D
    compiling shader combine_2_NAA_D
    compiling shader combine_volumetric
    compiling shader postprocess
    compiling shader postprocess_CM
    compiling shader distort
    compiling shader particle_distort
    compiling shader particle
    compiling shader particle
    compiling shader particle_s-blend
    compiling shader particle-clip
    compiling shader particle_s-add
    compiling shader particle_s-aadd
    compiling shader deffer_particle
    compiling shader deffer_particle
    - r__tf_aniso 16
    - r2_tf_mipbias 0.
    compiling shader portal
    compiling shader portal
    compiling shader simple_color
    compiling shader editor
    compiling shader sky2
    compiling shader sky2
    compiling shader clouds
    compiling shader clouds
    Starting engine...
    compiling shader stub_default
    compiling shader effects_sun
    compiling shader hud_font
    Loading DLL: xrGameSpy.dll
    compiling shader yuv2rgb
    ! Missing ogg-comment, file:  e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\sounds\video\ati_radeon_1920x1080.ogg
    ! Missing ogg-comment, file:  e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\sounds\video\amd_fusion_final_720.ogg
    intro_start intro_logo
    intro_delete ::update_logo_intro
    compiling shader yuv2rgb
    * [win32]: free[3790604 K], reserved[83268 K], committed[320368 K]
    * [ D3D ]: textures[64 K]
    * [x-ray]: process heap[126784 K], game lua[2145 K], render[258 K]
    * [x-ray]: economy: strings[20573 K], smem[0 K]
    *  0.0 : [  56] $null
    *  0.0 : [   3] $user$accum
    *  0.0 : [   1] $user$accum_temp
    *  0.0 : [   6] $user$albedo
    *  0.0 : [   6] $user$bloom1
    *  0.0 : [   2] $user$bloom2
    *  0.0 : [   2] $user$cmap0
    *  0.0 : [   2] $user$cmap1
    *  0.0 : [   2] $user$env_s0
    *  0.0 : [   2] $user$env_s1
    *  0.0 : [   7] $user$generic0
    *  0.0 : [   5] $user$generic1
    *  0.0 : [   1] $user$generic2
    *  0.0 : [   1] $user$jitter_0
    *  0.0 : [   1] $user$jitter_1
    *  0.0 : [   1] $user$jitter_2
    *  0.0 : [   1] $user$jitter_3
    *  0.0 : [   1] $user$jitter_4
    *  0.0 : [   2] $user$lum_t64
    *  0.0 : [   3] $user$lum_t8
    *  0.0 : [   1] $user$luminance_0
    *  0.0 : [   1] $user$luminance_1
    *  0.0 : [   1] $user$luminance_2
    *  0.0 : [   1] $user$luminance_3
    *  0.0 : [   8] $user$material
    *  0.0 : [  12] $user$normal
    *  0.0 : [  12] $user$position
    *  0.0 : [   1] $user$sky0
    *  0.0 : [   1] $user$sky1
    *  0.0 : [   4] $user$smap_depth
    *  0.0 : [   3] $user$smap_surf
    *  0.0 : [   7] $user$tonemap
    *  0.0 : [   2] $user$tonemap_src
    *  0.0 : [   1] $user$viewport2
    *  0.0 : [   1] act\act_controller_hit
    *  0.0 : [   1] act\act_controller_hit1
    *  0.0 : [   1] amik\anomaly\electric_radial
    *  0.0 : [   1] amik\explosions\anim_dirtexp_3
    *  0.0 : [   1] amik\explosions\boom_0
    *  0.0 : [   1] amik\explosions\boom_1
    *  0.0 : [   1] amik\explosions\boom_2
    *  0.0 : [   1] amik\explosions\decal_concrete
    *  0.0 : [   1] amik\explosions\explo_end
    *  0.0 : [   1] amik\explosions\explosion_dynamite\explosion_din
    *  0.0 : [   1] amik\explosions\explosion_dynamite\flashlight
    *  0.0 : [   1] amik\explosions\explosion_dynamite\smoke
    *  0.0 : [   1] amik\explosions\explosion_flash_atlas
    *  0.0 : [   1] amik\explosions\explosion_fuelcan\boom_1
    *  0.0 : [   1] amik\explosions\explosion_fuelcan\boom_3
    *  0.0 : [   1] amik\explosions\explosion_fuelcan\grey_xpl
    *  0.0 : [   1] amik\explosions\explosion_smoke03
    *  0.0 : [   1] amik\explosions\final_expl
    *  0.0 : [   1] amik\explosions\ring_grey
    *  0.0 : [   1] amik\explosions\smoke128_3w
    *  0.0 : [   1] amik\explosions\smoke2
    *  0.0 : [   1] amik\explosions\smoke_cannon
    *  0.0 : [   1] amik\explosions\smoke_white_tiled3
    *  0.0 : [   1] amik\fly\fly
    *  0.0 : [   1] amik\hit_fx\blood\962e6155
    *  0.0 : [   1] amik\hit_fx\blood\blood
    *  0.0 : [   1] amik\hit_fx\blood\m
    *  0.0 : [   1] amik\hit_fx\water_splash\water_splash_anim
    *  0.0 : [   1] amik\hit_fx\water_splash\water_spurt
    *  0.0 : [   1] amik\mine\mine
    *  0.0 : [   1] amik\nature\list
    *  0.0 : [   1] amik\nature\stonedebris1
    *  0.0 : [   1] amik\nature\wood_part
    *  0.0 : [   1] amik\static\gas_light\flame_zippo
    *  0.0 : [   1] amik\weapons\00
    *  0.0 : [   1] amik\weapons\12x70
    *  0.0 : [   1] amik\weapons\6ways1
    *  0.0 : [   1] amik\weapons\6ways2
    *  0.0 : [   1] amik\weapons\9x39
    *  0.0 : [   1] amik\weapons\btr\muzzle 6ways1
    *  0.0 : [   1] amik\weapons\btr\muzzle 6ways2
    *  0.0 : [   1] amik\weapons\dtk_2
    *  0.0 : [   1] amik\weapons\dtk_3
    *  0.0 : [   1] amik\weapons\dtk_4
    *  0.0 : [   1] amik\weapons\dtk_4_1
    *  0.0 : [   1] amik\weapons\dtk_5
    *  0.0 : [   1] amik\weapons\dtk_6
    *  0.0 : [   1] amik\weapons\dtk_8
    *  0.0 : [   1] amik\weapons\flame\flameshoot_1
    *  0.0 : [   1] amik\weapons\flame\flameshoot_2
    *  0.0 : [   1] amik\weapons\flame\flameshoot_3
    *  0.0 : [   1] amik\weapons\flame\flameshoot_4
    *  0.0 : [   1] amik\weapons\flame\flameshoot_5
    *  0.0 : [   1] amik\weapons\flame\mg42out
    *  0.0 : [   1] amik\weapons\flame\trace
    *  0.0 : [   1] amik\weapons\flame\trace_01
    *  0.0 : [   1] amik\weapons\flame\trail
    *  0.0 : [   1] amik\weapons\flash_01
    *  0.0 : [   1] amik\weapons\flash_02
    *  0.0 : [   1] amik\weapons\flash_04
    *  0.0 : [   1] amik\weapons\flash_05
    *  0.0 : [   1] amik\weapons\grishik\357mag
    *  0.0 : [   1] amik\weapons\grishik\45
    *  0.0 : [   1] amik\weapons\grishik\50_ae
    *  0.0 : [   1] amik\weapons\grishik\5x45x39
    *  0.0 : [   1] amik\weapons\grishik\5x45x39_00
    *  0.0 : [   1] amik\weapons\grishik\5x45x39_01
    *  0.0 : [   1] amik\weapons\grishik\5x56x45
    *  0.0 : [   1] amik\weapons\grishik\5x56x45_00
    *  0.0 : [   1] amik\weapons\grishik\5x7x28
    *  0.0 : [   1] amik\weapons\grishik\6x5x50
    *  0.0 : [   1] amik\weapons\grishik\7x62x25_0
    *  0.0 : [   1] amik\weapons\grishik\7x62x25_1
    *  0.0 : [   1] amik\weapons\grishik\7x62x25_2
    *  0.0 : [   1] amik\weapons\grishik\7x62x25_3
    *  0.0 : [   1] amik\weapons\grishik\7x62x25_4
    *  0.0 : [   1] amik\weapons\grishik\7x62x39_00
    *  0.0 : [   1] amik\weapons\grishik\7x62x39_01
    *  0.0 : [   1] amik\weapons\grishik\7x62x39_02
    *  0.0 : [   1] amik\weapons\grishik\7x62x39_03
    *  0.0 : [   1] amik\weapons\grishik\7x62x51_1
    *  0.0 : [   1] amik\weapons\grishik\7x62x51_2
    *  0.0 : [   1] amik\weapons\grishik\7x62x54
    *  0.0 : [   1] amik\weapons\grishik\7x7x57
    *  0.0 : [   1] amik\weapons\grishik\7x92x57
    *  0.0 : [   1] amik\weapons\grishik\9x18_1
    *  0.0 : [   1] amik\weapons\grishik\9x18_2
    *  0.0 : [   1] amik\weapons\grishik\9x18_3
    *  0.0 : [   1] amik\weapons\grishik\9x39
    *  0.0 : [   1] amik\weapons\mg42out
    *  0.0 : [   1] amik\weapons\shells_12x70
    *  0.0 : [   1] amik\weapons\shells_ak
    *  0.0 : [   1] amik\weapons\shells_ak_01
    *  0.0 : [   1] amik\weapons\smokeshoot_0
    *  0.0 : [   1] amik\weapons\smokeshoot_1
    *  0.0 : [   1] amik\weapons\trace
    *  0.0 : [   1] amik\weapons\trace_01
    *  0.0 : [   1] det\det_list
    *  0.0 : [   1] flare\flare_04
    *  0.0 : [   1] fx\fx_fire1_06
    *  0.0 : [   1] fx\fx_fire1_13
    *  0.0 : [   1] fx\fx_flare1
    *  0.0 : [   1] fx\fx_flare2
    *  0.0 : [   1] fx\fx_flare3
    *  0.0 : [   1] fx\fx_gradient
    *  0.0 : [   1] fx\fx_gradient1
    *  0.0 : [   1] fx\fx_lightning
    *  0.0 : [   1] fx\fx_moon
    *  0.0 : [   1] fx\fx_moon_sky_factory_3
    *  0.0 : [   1] fx\fx_moon_sky_factory_4
    *  0.0 : [   1] fx\fx_noise
    *  0.0 : [   2] fx\fx_noise2
    *  0.0 : [   1] fx\fx_rain
    *  0.0 : [   1] fx\fx_rainsplash1
    *  0.0 : [   1] fx\fx_sun
    *  0.0 : [   1] fx\fx_sun_rise
    *  0.0 : [   1] fx\fx_thunderbolts_gradient
    *  0.0 : [   1] fx\fx_thunderbolts_gradient_surge
    *  0.0 : [   1] fx\fx_volumefog1
    *  0.0 : [   1] ghost_particles\dist\distortion_default
    *  0.0 : [   1] ghost_particles\eft_style\eft_flame
    *  0.0 : [   1] ghost_particles\eft_style\empty
    *  0.0 : [   1] ghost_particles\eft_style\f4_sparks
    *  0.0 : [   1] ghost_particles\eft_style\smoke01
    *  0.0 : [   1] ghost_particles\eft_style\smoke02
    *  0.0 : [   1] ghost_particles\glow\glow01
    *  0.0 : [   1] ghost_particles\shells\r_pop\12ga
    *  0.0 : [   1] ghost_particles\shells\r_pop\545x39
    *  0.0 : [   1] ghost_particles\shells\r_pop\9x19
    *  0.0 : [   1] ghost_particles\shells\r_pop\9x39
    *  0.0 : [   1] ghost_particles\shells\shell_762x39
    *  0.0 : [   1] ghost_particles\shells\shell_9x18
    *  0.0 : [   1] ghost_particles\smoke\generic_smoke_white_00
    *  0.0 : [   1] ghost_particles\smoke\smoke_loop_5x5
    *  0.0 : [   1] glow\glow_04
    *  0.0 : [   1] glow\glow_anamorphic
    *  0.0 : [   1] glow\glow_blue
    *  0.0 : [   1] glow\glow_fire1
    *  0.0 : [   1] glow\glow_orange
    *  0.0 : [   1] glow\glow_orange2
    *  0.0 : [   1] glow\glow_orange_bright
    *  0.0 : [   1] glow\glow_rays
    *  0.0 : [   1] glow\glow_reddish1
    *  0.0 : [   1] glow\glow_white
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    *  0.0 : [   1] pfx\pfx_lightning_02
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    *  0.0 : [   1] pfx\pfx_smoke_b
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    *  0.0 : [   1] pfx\pfx_smokepuffs2
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    *  0.0 : [   1] pfx\pfx_snow_20
    *  0.0 : [   1] pfx\pfx_snow_30
    *  0.0 : [   1] pfx\pfx_snow_40
    *  0.0 : [   1] pfx\pfx_snow_50
    *  0.0 : [   1] pfx\pfx_snow_60
    *  0.0 : [   1] pfx\pfx_snow_70
    *  0.0 : [   1] pfx\pfx_snow_80
    *  0.0 : [   1] pfx\pfx_snow_90
    *  0.0 : [   1] pfx\pfx_spark_01
    *  0.0 : [   1] pfx\pfx_spark_02
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    *  0.0 : [   1] pfx\pfx_sparks1
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    *  0.0 : [   1] pfx\pfx_spikey_star
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    *  0.0 : [   1] pfx\pfx_step_blood
    *  0.0 : [   1] pfx\pfx_stonedebris1
    *  0.0 : [   1] pfx\pfx_stonedebris2
    *  0.0 : [   1] pfx\pfx_synus
    *  0.0 : [   1] pfx\pfx_teleport
    *  0.0 : [   1] pfx\pfx_test_textures
    *  0.0 : [   1] pfx\pfx_vehglassdebris_01
    *  0.0 : [   1] pfx\pfx_vehmetaldebris_01
    *  0.0 : [   1] pfx\pfx_water_wave
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    *  0.0 : [   1] pfx\pfx_woodchips3
    *  0.0 : [   1] pfx\r_pop\shells\12ga
    *  0.0 : [   1] pfx\r_pop\shells\45acp
    *  0.0 : [   1] pfx\r_pop\shells\545x39
    *  0.0 : [   1] pfx\r_pop\shells\556x45
    *  0.0 : [   1] pfx\r_pop\shells\762x39
    *  0.0 : [   1] pfx\r_pop\shells\762x51
    *  0.0 : [   1] pfx\r_pop\shells\762x54
    *  0.0 : [   1] pfx\r_pop\shells\9x18
    *  0.0 : [   1] pfx\r_pop\shells\9x19
    *  0.0 : [   1] pfx\r_pop\shells\9x39
    *  0.0 : [   1] prop\prop_fake_bed_fireplace
    *  0.0 : [   1] prop\prop_provod_02
    *  0.0 : [  12] sky\alpha_r2\sky_14_cube_mirrorh
    *  0.0 : [  12] sky\alpha_r2\sky_14_cube_mirrorh#small
    *  0.0 : [   3] sky\alpha_r2\sky_17_cube_mirrorh
    *  0.0 : [   3] sky\alpha_r2\sky_17_cube_mirrorh#small
    *  0.0 : [   4] sky\alpha_r2\sky_1_cube
    *  0.0 : [   4] sky\alpha_r2\sky_1_cube#small
    *  0.0 : [   2] sky\alpha_r2\sky_20_cube_rot180
    *  0.0 : [   2] sky\alpha_r2\sky_20_cube_rot180#small
    *  0.0 : [   2] sky\alpha_r2\sky_22_cube_rot180
    *  0.0 : [   2] sky\alpha_r2\sky_22_cube_rot180#small
    *  0.0 : [   2] sky\clear2\00-00-alt
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    *  0.0 : [   2] sky\clear\11-00
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    *  0.0 : [   2] sky\clear\12-00
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    *  0.0 : [   4] sky\clear\19-00
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    *  0.0 : [   1] sky\clear\20-00
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    *  0.0 : [   2] sky\clear\23-00
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    *  0.0 : [   2] sky\cloudy2\00-00
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    *  0.0 : [   6] sky\cloudy2\00-00-2
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    *  0.0 : [   2] sky\cloudy2\02-00
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    *  0.0 : [   4] sky\cloudy2\10-00
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    *  0.0 : [   4] sky\cloudy2\22-00
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    *  0.0 : [   2] sky\cloudy2\23-00
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    *  0.0 : [   6] sky\dark\swtc_dark_01
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    *  0.0 : [   3] sky\foggy\21-30
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    *  0.0 : [   4] sky\sky_19_cube_90
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    *  0.0 : [   8] sky\sky_8_cube#small
    *  0.0 : [  55] sky\sky_9_cube
    *  0.0 : [  55] sky\sky_9_cube#small
    *  0.0 : [   6] sky\sky_9_cube_night
    *  0.0 : [   6] sky\sky_9_cube_night#small
    *  0.0 : [1102] sky\sky_oblaka
    *  0.0 : [   6] sky\sky_yantar_cube
    *  0.0 : [   6] sky\sky_yantar_cube#small
    *  0.0 : [   8] sky\stormy\00-00
    *  0.0 : [   8] sky\stormy\00-00#small
    *  0.0 : [   4] sky\stormy\01-00
    *  0.0 : [   4] sky\stormy\01-00#small
    *  0.0 : [   4] sky\stormy\03-00
    *  0.0 : [   4] sky\stormy\03-00#small
    *  0.0 : [   6] sky\stormy\04-00
    *  0.0 : [   6] sky\stormy\04-00#small
    *  0.0 : [   4] sky\stormy\04-30
    *  0.0 : [   4] sky\stormy\04-30#small
    *  0.0 : [  12] sky\stormy\08-00
    *  0.0 : [  12] sky\stormy\08-00#small
    *  0.0 : [  10] sky\stormy\09-00
    *  0.0 : [  10] sky\stormy\09-00#small
    *  0.0 : [   4] sky\stormy\10-00
    *  0.0 : [   4] sky\stormy\10-00#small
    *  0.0 : [   4] sky\stormy\20-00
    *  0.0 : [   4] sky\stormy\20-00#small
    *  0.0 : [   1] ui\ui_actor_hint_wnd
    *  0.0 : [   1] ui\ui_actor_multiplayer_game_menu
    *  0.0 : [   1] ui\ui_actor_sleep_screen
    *  0.0 : [   1] ui\ui_common
    *  0.0 : [   1] ui\ui_fog_of_war
    *  0.0 : [   1] wm\wm_blood_1
    *  0.0 : [   1] wm\wm_blood_1_1
    *  0.0 : [   1] wm\wm_blood_1_2
    *  0.0 : [   1] wm\wm_blood_1_3
    *  0.0 : [   1] wm\wm_blood_drop_4
    *  0.0 : [   1] wm\wm_bullet_asfalt_1
    *  0.0 : [   1] wm\wm_bullet_asfalt_2
    *  0.0 : [   1] wm\wm_bullet_asfalt_3
    *  0.0 : [   1] wm\wm_bullet_brick_1
    *  0.0 : [   1] wm\wm_bullet_brick_2
    *  0.0 : [   1] wm\wm_bullet_concrete
    *  0.0 : [   1] wm\wm_bullet_concrete_1
    *  0.0 : [   1] wm\wm_bullet_concrete_2
    *  0.0 : [   1] wm\wm_bullet_concrete_4
    *  0.0 : [   1] wm\wm_bullet_concrete_5
    *  0.0 : [   1] wm\wm_bullet_concrete_6
    *  0.0 : [   1] wm\wm_bullet_concrete_7
    *  0.0 : [   1] wm\wm_bullet_glass01
    *  0.0 : [   1] wm\wm_bullet_glass02
    *  0.0 : [   1] wm\wm_bullet_glass03
    *  0.0 : [   1] wm\wm_bullet_glass04
    *  0.0 : [   1] wm\wm_bullet_ground
    *  0.0 : [   1] wm\wm_bullet_ground_1
    *  0.0 : [   1] wm\wm_bullet_ground_2
    *  0.0 : [   1] wm\wm_bullet_metall_thik
    *  0.0 : [   1] wm\wm_bullet_metall_thik_1
    *  0.0 : [   1] wm\wm_bullet_metall_thik_2
    *  0.0 : [   1] wm\wm_bullet_metall_thik_3
    *  0.0 : [   1] wm\wm_bullet_metall_thin
    *  0.0 : [   1] wm\wm_bullet_metall_thin_1
    *  0.0 : [   1] wm\wm_bullet_metall_thin_2
    *  0.0 : [   1] wm\wm_bullet_metall_thin_3
    *  0.0 : [   1] wm\wm_bullet_metall_thin_4
    *  0.0 : [   1] wm\wm_bullet_wood
    *  0.0 : [   1] wm\wm_bullet_wood_1
    *  0.0 : [   1] wm\wm_bullet_wood_2
    *  0.0 : [   1] wm\wm_bullet_wood_3
    *  0.0 : [   1] wm\wm_bullet_wood_4
    *  0.0 : [   1] wm\wm_bullet_wood_5
    *  0.0 : [   1] wm\wm_bullet_wood_6
    *  0.0 : [   1] wm\wm_bullet_wood_7
    *  0.0 : [   1] wm\wm_bullet_wood_8
    *  0.0 : [   1] wm\wm_bullet_wood_9
    *  0.0 : [   1] wm\wm_grenade
    *  0.0 : [   1] wm\wm_knife_dead
    *  0.0 : [   1] wm\wm_knife_horiz
    *  0.0 : [   1] wm\wm_knife_horiz_blood
    *  0.0 : [   1] wm\wm_knife_horiz_blood1
    *  0.0 : [   1] wm\wm_knife_horiz_metal
    *  0.0 : [   1] wm\wm_knife_horiz_ston
    *  0.0 : [   1] wm\wm_knife_wood
    *  0.0 : [   1] wm\wm_knife_wood1
    *  0.0 : [   1] wm\wm_knife_wood2
    *  8.3 : [   1] ui\ui_ani_cursor
    * 16.1 : [   1] ui\ui_font_arial_14_1024
    * 32.1 : [   1] ui\ui_font_letter_16_1024
    * 32.1 : [   1] ui\ui_font_letter_18_1024
    * 32.1 : [   1] ui\ui_magnifier2
    * 64.1 : [   1] ui\ui_font_console_02
    * 64.1 : [   1] ui\ui_font_graff_19_1024
    * 64.1 : [   1] ui\ui_font_graff_22_1024
    * 64.1 : [   1] ui\ui_font_hud_01
    * 128.1 : [   1] ui\ui_font_graff_32_1024
    * 128.1 : [   1] ui\ui_font_letter_25_1024
    * 256.1 : [   1] ui\ui_font_graff_50_1024
    * 256.1 : [   1] ui\ui_font_hud_02
    * 1024.1 : [   1] ui\ui_actor_main_menu
    * 8100.0 : [   1] ui\ui_main_menu16
    compiling shader deffer_base_bump-hq
    compiling shader deffer_model_bump-hq_4
    compiling shader deffer_base_bump
    compiling shader deffer_model_bump_4
    compiling shader shadow_direct_model_4
    "e:\modostroy\s.t.a.l.k.e.r. last wish\bin\xrengine.exe"
    * phase time: 0 ms
    * phase cmem: 184945 K
    Loading objects...
    compiling shader deffer_base_flat
    compiling shader deffer_model_flat_0
    compiling shader shadow_direct_model_0
    compiling shader deffer_model_bump-hq_0
    compiling shader deffer_model_bump_0
    compiling shader deffer_base_aref_bump-hq
    compiling shader deffer_base_aref_bump
    compiling shader shadow_direct_base_aref
    compiling shader shadow_direct_model_aref_0
    compiling shader deffer_model_bump-hq_1
    compiling shader deffer_model_bump_1
    compiling shader shadow_direct_model_1
    compiling shader deffer_base_aref_flat
    Loading models...
    compiling shader deffer_model_bump-hq_3
    compiling shader deffer_model_bump_3
    compiling shader shadow_direct_model_3
    compiling shader deffer_model_bump-hq_2
    compiling shader deffer_model_bump_2
    compiling shader shadow_direct_model_2
    compiling shader model_def_lq
    compiling shader model_def_lq_0
    compiling shader deffer_base_bump_d-hq
    compiling shader deffer_model_bump_d-hq_4
    compiling shader deffer_model_flat_1
    compiling shader deffer_model_bump_d-hq_3
    compiling shader accum_emissive
    compiling shader model_distort4glass_3
    compiling shader shadow_direct_model_aref_3
    compiling shader deffer_model_flat_4
    compiling shader shadow_direct_model_aref_4
    ! Can't find texture 'amik\hit_fx\blood\962e6155'
    ! Can't find texture 'amik\weapons\grishik\357mag'
    ! Can't find texture 'amik\weapons\grishik\45'
    ! Can't find texture 'amik\weapons\grishik\50_ae'
    ! Can't find texture 'amik\weapons\grishik\5x45x39'
    ! Can't find texture 'amik\weapons\grishik\5x45x39_00'
    ! Can't find texture 'amik\weapons\grishik\5x45x39_01'
    ! Can't find texture 'amik\weapons\grishik\5x56x45'
    ! Can't find texture 'amik\weapons\grishik\5x56x45_00'
    ! Can't find texture 'amik\weapons\grishik\5x7x28'
    ! Can't find texture 'amik\weapons\grishik\6x5x50'
    ! Can't find texture 'amik\weapons\grishik\7x62x25_0'
    ! Can't find texture 'amik\weapons\grishik\7x62x25_1'
    ! Can't find texture 'amik\weapons\grishik\7x62x25_2'
    ! Can't find texture 'amik\weapons\grishik\7x62x25_3'
    ! Can't find texture 'amik\weapons\grishik\7x62x25_4'
    ! Can't find texture 'amik\weapons\grishik\7x62x39_00'
    ! Can't find texture 'amik\weapons\grishik\7x62x39_01'
    ! Can't find texture 'amik\weapons\grishik\7x62x39_02'
    ! Can't find texture 'amik\weapons\grishik\7x62x39_03'
    ! Can't find texture 'amik\weapons\grishik\7x62x51_1'
    ! Can't find texture 'amik\weapons\grishik\7x62x51_2'
    ! Can't find texture 'amik\weapons\grishik\7x62x54'
    ! Can't find texture 'amik\weapons\grishik\7x7x57'
    ! Can't find texture 'amik\weapons\grishik\7x92x57'
    ! Can't find texture 'amik\weapons\grishik\9x18_1'
    ! Can't find texture 'amik\weapons\grishik\9x18_2'
    ! Can't find texture 'amik\weapons\grishik\9x18_3'
    ! Can't find texture 'amik\weapons\grishik\9x39'
    ! Can't find texture 'det\det_list'
    ! Can't find texture 'flare\flare_04'
    ! Can't find texture 'fx\fx_moon_sky_factory_3'
    ! Can't find texture 'fx\fx_moon_sky_factory_4'
    ! Can't find texture 'ghost_particles\glow\glow01'
    ! Can't find texture 'ghost_particles\shells\r_pop\12ga'
    ! Can't find texture 'ghost_particles\shells\r_pop\545x39'
    ! Can't find texture 'ghost_particles\shells\r_pop\9x19'
    ! Can't find texture 'ghost_particles\shells\r_pop\9x39'
    ! Can't find texture 'ghost_particles\shells\shell_762x39'
    ! Can't find texture 'ghost_particles\shells\shell_9x18'
    ! Can't find texture 'glow\glow_anamorphic'
    ! Can't find texture 'glow\glow_blue'
    ! Can't find texture 'glow\glow_reddish1'
    ! auto-generated bump map: item\item_anabiotic_bump#
    ! Can't find texture 'pfx\pfx_dist2a'
    ! Can't find texture 'pfx\pfx_dist_lens_base'
    ! Can't find texture 'pfx\pfx_dist_lightning_02'
    ! Can't find texture 'pfx\pfx_intense2_a'
    ! Can't find texture 'pfx\pfx_snow_10'
    ! Can't find texture 'pfx\pfx_snow_100'
    ! Can't find texture 'pfx\pfx_snow_20'
    ! Can't find texture 'pfx\pfx_snow_30'
    ! Can't find texture 'pfx\pfx_snow_40'
    ! Can't find texture 'pfx\pfx_snow_50'
    ! Can't find texture 'pfx\pfx_snow_60'
    ! Can't find texture 'pfx\pfx_snow_70'
    ! Can't find texture 'pfx\pfx_snow_80'
    ! Can't find texture 'pfx\pfx_snow_90'
    ! Can't find texture 'pfx\pfx_sparks2'
    ! Can't find texture 'wpn_crosshair_pks07'
    * [prefetch] time:   22065 ms
    * [prefetch] memory: 1916155Kb
    * phase time: 22241 ms
    * phase cmem: 2073786 K
    * phase time: 16 ms
    * phase cmem: 2073787 K
    * Creating new game...
    * Loading spawn registry...
    * 797 spawn points are successfully loaded
    * New game is successfully created!
    * phase time: 241 ms
    * phase cmem: 2093928 K
    * phase time: 63 ms
    * phase cmem: 2094481 K
    * phase time: 26 ms
    * phase cmem: 2094481 K
    * WARNING: player not logged in
    * client : connection accepted - <All Ok>
    * phase time: 19 ms
    * phase cmem: 2094514 K
    * phase time: 18 ms
    * phase cmem: 2094514 K
    * phase time: 5190 ms
    * phase cmem: 2220037 K
    compiling shader deffer_base_bump_d-hq
    compiling shader deffer_base_bump
    compiling shader shadow_direct_base
    compiling shader base_lplanes
    compiling shader base_lplanes
    compiling shader deffer_impl_flat_d
    compiling shader deffer_impl_flat_d
    compiling shader deffer_impl_flat
    compiling shader deffer_base_flat
    compiling shader deffer_base_bump-hq
    compiling shader deffer_base_flat_d
    compiling shader deffer_base_flat_d
    compiling shader model_env_lq
    compiling shader model_env_lq
    compiling shader shadow_direct_base_aref
    compiling shader vert
    compiling shader vert
    compiling shader simple
    compiling shader wmark
    compiling shader deffer_base_lmh_bump_d-hq
    compiling shader deffer_base_lmh_bump_d-hq
    compiling shader deffer_base_lmh_bump
    compiling shader deffer_base_lmh_bump
    compiling shader deffer_base_lmh_steep_d-hq
    compiling shader deffer_base_lmh_flat
    compiling shader deffer_base_lmh_flat
    compiling shader deffer_base_lmh_bump-hq
    compiling shader deffer_base_lmh_bump-hq
    compiling shader deffer_base_lmh_aref_bump_d-hq
    compiling shader deffer_base_lmh_aref_bump
    compiling shader deffer_base_lmh_flat_d
    compiling shader deffer_base_lmh_flat_d
    compiling shader lmapE
    compiling shader lmapE
    compiling shader deffer_base_lmh_aref_bump-hq
    compiling shader deffer_base_lmh_steep-hq
    compiling shader deffer_base_lmh_aref_flat
    compiling shader deffer_base_aref_bump_d-hq
    compiling shader water_soft
    compiling shader water_soft
    compiling shader waterd_soft
    compiling shader waterd_soft
    compiling shader deffer_base_steep_d-hq
    compiling shader deffer_tree_bump_d-hq
    compiling shader deffer_tree_bump
    compiling shader shadow_direct_base
    compiling shader shadow_direct_tree
    compiling shader deffer_tree_bump-hq
    compiling shader lod
    compiling shader lod
    compiling shader deffer_tree_flat
    compiling shader deffer_tree_s_bump_d-hq
    compiling shader deffer_tree_s_bump
    compiling shader shadow_direct_tree_s
    compiling shader deffer_tree_s_flat_d
    compiling shader deffer_tree_s_flat
    compiling shader deffer_tree_s_bump-hq
    * phase time: 92 ms
    * phase cmem: 2221823 K
    * [Loading VB] 65533 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65535 verts, 2047 Kb
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    * [Loading VB] 65530 verts, 2047 Kb
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    * [Loading VB] 65531 verts, 2047 Kb
    * [Loading VB] 65535 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65532 verts, 2047 Kb
    * [Loading VB] 65531 verts, 2047 Kb
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    * [Loading VB] 65529 verts, 2047 Kb
    * [Loading VB] 65527 verts, 2047 Kb
    * [Loading VB] 65535 verts, 2047 Kb
    * [Loading VB] 65449 verts, 2045 Kb
    * [Loading VB] 65473 verts, 2046 Kb
    * [Loading VB] 65533 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65535 verts, 2047 Kb
    * [Loading VB] 65531 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65533 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65532 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65533 verts, 2047 Kb
    * [Loading VB] 65532 verts, 2047 Kb
    * [Loading VB] 65533 verts, 2047 Kb
    * [Loading VB] 65531 verts, 2047 Kb
    * [Loading VB] 65521 verts, 2047 Kb
    * [Loading VB] 65535 verts, 2047 Kb
    * [Loading VB] 52322 verts, 1635 Kb
    * [Loading VB] 65532 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65534 verts, 2047 Kb
    * [Loading VB] 65533 verts, 2047 Kb
    * [Loading VB] 65533 verts, 2047 Kb
    * [Loading VB] 65535 verts, 2047 Kb
    * [Loading VB] 63959 verts, 1998 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 759420 indices, 1483 Kb
    * [Loading VB] 65534 verts, 767 Kb
    * [Loading VB] 65532 verts, 767 Kb
    * [Loading VB] 65534 verts, 767 Kb
    * [Loading VB] 65535 verts, 767 Kb
    * [Loading VB] 65534 verts, 767 Kb
    * [Loading VB] 65535 verts, 767 Kb
    * [Loading VB] 65535 verts, 767 Kb
    * [Loading VB] 65534 verts, 767 Kb
    * [Loading VB] 65533 verts, 767 Kb
    * [Loading VB] 65535 verts, 767 Kb
    * [Loading VB] 53354 verts, 625 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 1048575 indices, 2047 Kb
    * [Loading IB] 1048572 indices, 2047 Kb
    * [Loading IB] 573003 indices, 1119 Kb
    * phase time: 124 ms
    * phase cmem: 2374434 K
    * phase time: 50 ms
    * phase cmem: 2381030 K
    compiling shader deffer_detail_w_flat
    compiling shader deffer_detail_s_flat
    * [DETAILS] VertexConsts(256), Batch(61)
    * [DETAILS] 8540 v(20), 4270 p
    * [DETAILS] Batch(61), VB(166K), IB(25K)
    * phase time: 22 ms
    * phase cmem: 2381228 K
    * Loading HOM: e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\levels\perimetr\level.hom
    * phase time: 25 ms
    * phase cmem: 2381569 K
    * phase time: 19 ms
    * phase cmem: 2381569 K
    * phase time: 19 ms
    * phase cmem: 2381569 K
    ! Can't find texture 'detail\detail_stucco_det3'
    ! Can't find texture 'hud\hud_map_point'
    ! Can't find texture 'ostrova\ostrova_kolodec'
    ! auto-generated bump map: tile\tile_plitka_qllab_bump
    ! auto-generated bump map: tile\tile_plitka_qllab_bump#
    ! auto-generated bump map: tile\tile_walls_red_01_bump
    ! auto-generated bump map: tile\tile_walls_red_01_bump#
    ! auto-generated bump map: wood\wood_doski_1_bump#
    * t-report - base: 2383, 2431337 K
    * t-report - lmap: 2, 2048 K
    * WARNING: player not logged in
    ! default LevelMap used for level[labx8]
    ! default LevelMap used for level[pripyat]
    * phase time: 10124 ms
    * phase cmem: 3100159 K
    * phase time: 111 ms
    * phase cmem: 3100159 K
    * [win32]: free[692568 K], reserved[125640 K], committed[3376032 K]
    * [ D3D ]: textures[2464372 K]
    * [x-ray]: process heap[3100159 K], game lua[9140 K], render[153 K]
    * [x-ray]: economy: strings[22584 K], smem[11180 K]
    compiling shader model_def_lplanes_0
    compiling shader deffer_model_bump_d-hq_1
    compiling shader deffer_model_bump_d-hq_0
    ! fov direction for loophole animpoint_sit_ass is setup incorrectly
    ! enter direction for loophole animpoint_sit_ass is setup incorrectly
    compiling shader deffer_model_bump_d-hq_2
    compiling shader accum_emissivel
    compiling shader model_env_lq_0
    ! fov direction for loophole animpoint_sit_knee is setup incorrectly
    ! enter direction for loophole animpoint_sit_knee is setup incorrectly
    compiling shader model_env_lq_1
    compiling shader deffer_model_flat_2
    compiling shader shadow_direct_model_aref_2
    compiling shader model_def_lplanes_1
    ! Unknown command:  dump_infos
    compiling shader model_scope_lense
    compiling shader model_scope_lense_0
    intro_start game_loaded
    * MEMORY USAGE: 3203875 K
    * End of synchronization A[1] R[1]
    intro_delete ::update_game_loaded
    compiling shader yuv2rgb
    intro_start intro_game
    intro_delete ::update_game_intro
    compiling shader yuv2rgb
    * [win32]: free[331852 K], reserved[122944 K], committed[3739444 K]
    * [ D3D ]: textures[2532655 K]
    * [x-ray]: process heap[3239371 K], game lua[14959 K], render[925 K]
    * [x-ray]: economy: strings[24094 K], smem[11817 K]
    compiling shader model_distort_2
    * [win32]: free[274228 K], reserved[132000 K], committed[3788012 K]
    * [ D3D ]: textures[2554164 K]
    * [x-ray]: process heap[3271775 K], game lua[24538 K], render[1397 K]
    * [x-ray]: economy: strings[24431 K], smem[11831 K]
    * [win32]: free[274572 K], reserved[131988 K], committed[3787680 K]
    * [ D3D ]: textures[2554164 K]
    * [x-ray]: process heap[3270683 K], game lua[24592 K], render[1398 K]
    * [x-ray]: economy: strings[24433 K], smem[11831 K]
    * Saving spawns...
    * Saving objects...
    * 1650 objects are successfully saved
    * Game mnxavolk - выброс.scop is successfully saved to file 'c:\users\public\stalker lw\stalker lw~1.-\savedgames\mnxavolk - выброс.scop'
     
    FATAL ERROR
     
    [error]Expression    : I != levels().end()
    [error]Function      : GameGraph::CHeader::level
    [error]File          : c:\x-ray\stcop\rgs\src\xrgame\game_graph_inline.h
    [error]Line          : 153
    [error]Description   : there is no specified level in the game graph : 102
     

    stack trace:

    0023:00B9757A xrCore.dll, xrDebug::fail()


     

     

     


    Дополнено 3 минуты спустя

    Не обращайте внимания на цитату, я случайно нажал.


    Дополнено 17 минуты спустя

    denis2000 В общем я ещё раз попробую переделать сетку. Когда я писал что генерировал выделенное, я имел ввиду, что я выделил всё и убрал воду, чтобы нпс не ходили по ней. В игнорируемые материалы, я добавил фейк и всё, я всегда так делал, за исключением того что я генерировал выделенное, обычно я геерировал всё, но не суть. Разницы нет вылет всё равно происходит. Может фейк убрать из игнорируемых материалов? Я уже просто не знаю что делать. Ещё попробую, может найду какой косяк.


  6. Invincible Emmis разрывов нет. Нулевые ноды я тоже по удалял. В общем попробую перегенерировать по новой, может получится. Я подумал может проблема в том, что я нажимал срегенить выделенное, а не как обычно, срегенить всё. Попробую отпишусь.


    Дополнено 8 минуты спустя
    46 минут назад, Emmis сказал:

    Invincible ну одиночный нод тоже своего рода разрыв, так как не соеденен не с одним другим)

    У меня и до этого стояли одиночные ноды и норм всё было, ковры на них тоже работают и вей поинты тоже.


  7. denis2000 вот и я ничего не нашёл. Но вылет есть, что-то не спавнится на сетке, практически в самом конце выброса, только вот что не так, не понятно. До того как переделывал сетку, всё нормально было.


  8. Emmis где искать этот файл? В директории его нет, в документах тоже.


    Дополнено 0 минут спустя

    Hunter сейчас попробую найти


    Дополнено 9 минуты спустя

    Expression    : I != levels().end()
    Function      : GameGraph::CHeader::level
    File          : c:\x-ray\stcop\rgs\src\xrgame\game_graph_inline.h
    Line          : 153
    Description   : there is no specified level in the game graph : 140

     

    Всё больше я ничего не нашёл.


    Дополнено 24 минуты спустя
    Спойлер

    * Detected CPU: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz [GenuineIntel], F6/M10/S9, 2495.00 mhz, 23-clk 'rdtsc'
    * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
    * CPU cores/threads: 2/4

    Initializing File System...
    using fs-ltx fsgame.ltx
    FS: 48151 files cached 26 archives, 8530Kb memory used.
    Init FileSystem 1.550778 sec
    Build: 237
    Build date: Oct  5 2019

    Non-open source build
    EH: 75C4673FD8397B273851F7137AB3FD80

    -----loading e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\system.ltx
    -----loading e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\system.ltx
    -----loading e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\system.ltx
    Initializing Engine...
    Starting INPUT device...
    Loading DLL: xrRender_R2.dll
    Loading DLL: xrRender_R3.dll
    refCount:m_pAdapter 1
    Loading DLL: xrRender_R4.dll
    command line 
    Executing config-script "user.ltx"...
    [c:\users\public\docume~1\stalke~1.-\user.ltx] successfully loaded.
    Loading DLL: xrRender_R2.dll
    Loading DLL: xrGame.dll
    * [win32]: free[4038136 K], reserved[59384 K], committed[96720 K]
    * [ D3D ]: textures[0 K]
    * [x-ray]: process heap[23281 K], game lua[0 K], render[0 K]
    * [x-ray]: economy: strings[20182 K], smem[0 K]
    SOUND: OpenAL: enumerate devices...
    SOUND: OpenAL: EnumerationExtension Present
    dir[0]=E:\MoDoStRoY\S.T.A.L.K.E.R. Last Wish\bin\
    dir[1]=E:\MoDoStRoY\S.T.A.L.K.E.R. Last Wish\
    dir[2]=E:\MoDoStRoY\S.T.A.L.K.E.R. Last Wish\bin\
    dir[3]=C:\WINDOWS\system32\
    CleanDeviceSpecifierList
    CleanDeviceSpecifierList Generic Hardware
    devices Generic Hardware
    SOUND: OpenAL: system  default SndDevice name is Generic Hardware
    SOUND: OpenAL: default SndDevice name set to Generic Software
    SOUND: OpenAL: All available devices:
    1. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
    2. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
    Executing config-script "e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\default_controls.ltx"...
    [e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\default_controls.ltx] successfully loaded.
    Executing config-script "user.ltx"...
    Executing config-script "e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\rspec_extreme.ltx"...
    [e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\rspec_extreme.ltx] successfully loaded.
    Executing config-script "e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\default_controls.ltx"...
    [e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\configs\default_controls.ltx] successfully loaded.
    ~ Invalid syntax in call to 'r2_aa_break'
    ~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
    ~ Invalid syntax in call to 'r2_aa_weight'
    ~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
    ~ Invalid syntax in call to 'sv_adm_menu_ban_time'
    ~ Valid arguments: ui_mp_am_10_minutes/ui_mp_am_30_minutes/ui_mp_am_1_hour/ui_mp_am_6_hours/ui_mp_am_1_day/ui_mp_am_1_week/ui_mp_am_1_month/ui_mp_am_3_monthes/ui_mp_am_forever
    [c:\users\public\docume~1\stalke~1.-\user.ltx] successfully loaded.
    SOUND: Selected device is Generic Software
    * sound: EAX 2.0 extension: absent
    * sound: EAX 2.0 deferred: absent
    * sound : cache: 65537 kb, 4856 lines, 13820 bpl
    Starting RENDER device...
    * GPU [vendor:1002]-[device:6840]: AMD Radeon HD 7600M Series
    * GPU driver: 8.17.10.1404
    * CREATE: DeviceREF: 1
    * Vertex Processor: PURE HARDWARE
    *     Texture memory: 4076 M
    *          DDI-level: 9.0
    * GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
    * GPU vertex cache: unrecognized, 16
    * NVAPI is missing.
    * Starting rendering as 2-GPU.
    * DVB created: 1536K
    * DIB created: 512K
    ! Renderer doesn't support blender 'effects\shadow_world'
    * NULLRT supported
    * ...and used
    * HWDST/PCF supported and used
    compiling shader dumb
    compiling shader dumb
    compiling shader accum_mask
    compiling shader accum_sun_mask
    compiling shader copy_p
    compiling shader accum_volume
    compiling shader copy
    compiling shader accum_sun_near
    compiling shader accum_sun
    compiling shader accum_sun_cascade
    compiling shader accum_sun_cascade_far
    compiling shader accum_omni_unshadowed
    compiling shader accum_omni_normal
    compiling shader accum_omni_transluent
    compiling shader accum_spot_unshadowed
    compiling shader accum_spot_normal
    compiling shader accum_spot_fullsize
    compiling shader accum_volumetric
    compiling shader accum_volumetric
    compiling shader accum_indirect
    compiling shader bloom_build
    compiling shader bloom_filter
    compiling shader bloom_filter_f
    compiling shader bloom_luminance_1
    compiling shader bloom_luminance_2
    compiling shader bloom_luminance_3
    compiling shader combine_1
    compiling shader combine_1
    compiling shader combine_2_AA
    compiling shader combine_2_NAA
    compiling shader combine_2_AA_D
    compiling shader combine_2_NAA_D
    compiling shader combine_volumetric
    compiling shader postprocess
    compiling shader postprocess_CM
    compiling shader distort
    compiling shader particle_distort
    compiling shader particle
    compiling shader particle
    compiling shader particle_s-blend
    compiling shader particle-clip
    compiling shader particle_s-add
    compiling shader particle_s-aadd
    compiling shader deffer_particle
    compiling shader deffer_particle
    - r__tf_aniso 16
    - r2_tf_mipbias 0.
    compiling shader portal
    compiling shader portal
    compiling shader simple_color
    compiling shader editor
    compiling shader sky2
    compiling shader sky2
    compiling shader clouds
    compiling shader clouds
    Starting engine...
    compiling shader stub_default
    compiling shader effects_sun
    compiling shader hud_font
    Loading DLL: xrGameSpy.dll
    compiling shader yuv2rgb
    ! Missing ogg-comment, file:  e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\sounds\video\ati_radeon_1920x1080.ogg
    ! Missing ogg-comment, file:  e:\modostroy\s.t.a.l.k.e.r. last wish\gamedata\sounds\video\amd_fusion_final_720.ogg
    intro_start intro_logo
    intro_delete ::update_logo_intro
    compiling shader yuv2rgb
    * [win32]: free[3798356 K], reserved[80496 K], committed[315388 K]
    * [ D3D ]: textures[64 K]
    * [x-ray]: process heap[124864 K], game lua[2125 K], render[258 K]
    * [x-ray]: economy: strings[20452 K], smem[0 K]
    Input:  1
    Config-file [c:\users\public\docume~1\stalke~1.-\user.ltx] saved successfully
    Destroying Direct3D...
    * RM_Dump: textures  : 0
    * RM_Dump: rtargets  : 0
    * RM_Dump: vs        : 0
    * RM_Dump: ps        : 0
    * RM_Dump: dcl       : 0
    * RM_Dump: states    : 0
    * RM_Dump: tex_list  : 0
    * RM_Dump: matrices  : 0
    * RM_Dump: lst_constants: 0
    * RM_Dump: v_passes  : 0
    * RM_Dump: v_elements: 0
    * RM_Dump: v_shaders : 0
    refCount:pBaseZB 1
    refCount:pBaseRT 1
    DeviceREF: 1

     


  9. Policai Нпсы, сидят во время выброса на своих местах, не идут в укрытия, нпс дефолтные. Где у них смотреть логику? А как можно вейпоинт неправильно прописать, я ставил обычные вей поинты не для эксклюзивов, анимации указывал. Короче до перегенерации сетки, всё было ок. И вылетов не было.


    Дополнено 1 минуту спустя
    9 минут назад, Emmis сказал:

    по-моему,  в логе можно глянуть, что именно спавнится вне сетки 

    я выше описал лог, там что-то как я понял связанное с графпоинтами и сеткой. Я проверил все графы стоят на сетке


  10. denis2000 я проверил, вроде всё основное на ai сетке, смарты, графы, ковры, вэй пути, что ещё обязано быть на сетке?

    Актёр тоже на сетке, вылет у меня произошёл во время выброса, может тут есть какая связь?


  11. FalkineIsaku можно, но это будет очень криво, так как анимации торговца делались на другой скелет


    Дополнено 5 минуты спустя

    Как понять

    There is no specified level in the game graph : 140

    Line : 153

    Expression :  |  != levels (). end ()

    Function : GameGraph::CHeader::level

    Это проблема с графпоинтами?


  12. 1 час назад, FalkineIsaku сказал:

    Не у кого нету текстурки диалогового окна при переходе на другую локацию?

    Распакуй оригинальные файлы из тч или чн и там посмотри, ещё может быть что эта текстура состоит из нескольких частей и они тогда прописаны в файлах в папке texture_descr.


    Дополнено 1 минуту спустя

    А как вообще сделать чтобы при переходах выскакивала табличка с подтверждением?


    Дополнено 8 минуты спустя
    1 час назад, FalkineIsaku сказал:

    Не у кого нету текстурки диалогового окна при переходе на другую локацию?

    Кстати говоря, текстуру можно взять от сообщения в меню, когда выходишь из игры или применяешь настройки, текстура называется ui_inGame2_message_box, текст на текстуре прописывается также через файлы, которые скорее всего в папке configs\ui, так как вот это окно относится к интерфейсу. А вообще говоря можешь взять любую текстуру похожую на окно и отредактировать как надо.


    Дополнено 9 минуты спустя
    12 часов назад, Belka_mod сказал:

    Здравствуйте,никто не знает как вырезать побочные квесты и квестовые документы?Или хотябы ссылку на статью или гайд.Просто как вырезать сюжет я нашёл,а про документы и побочные квесты нигде ничего нет.Я пробовал сам но ничего не получается(весь день провозился) Также скачивал архив с gamedatой в которой сюжет и квесты вырезанны но если её на игру поставить то будет вылет.

    Зарание спасибо

    Насчёт квестов хз, скорее всего придётся вырезать диалоги и инфопоршни на выдачи квеста, а это ещё та запара. Насчёт предметов, их секции вроде как прописаны в файле items.ltx


    Дополнено 15 минуты спустя

    Люди, кто-нибудь знает как сделать чтобы сталкеры во время выброса двигались в укрытия, а то они как сидели , так и сидят на своих коврах. Укрытия я вроде везде прописал. Но можете перечислить список файлов где надо вносить изменения, может что пропустил. Заранее спасибо.


  13. denis2000 восстановил всё вырезанное, теперь работает, спасибо.


    Дополнено 1 минуту спустя

    Belka_mod я откатывал драйвера, у меня вообще тогда видюха нормально перестала работать, хотя скачивал с официального сайта


    Дополнено 2 минуты спустя

    Ребят с чем может быть связан этот вылет:

    Expression    : !m_error_code
    Function      : raii_guard::~raii_guard
    File          : ..\xrServerEntities\script_storage.cpp
    Line          : 748
    Description   : ...\gamedata\scripts\state_mgr_animation.script:515: attempt to call global 'CreateTimeEvent' (a nil value)


    Дополнено 8 минуты спустя

    Вылетает после некоторого времени игры


  14. denis2000 ладно поищу что-нибудь, может разберусь, ещё вопрос касаемо зон отдыха, почему сталкеры только травят анекдоты и реакция на них всегда смех и всегда один, не так как было в тч, также они не играют на гитарах, с чем это может быть связано? Как вернуть нормальные посиделки у костра?


  15. denis2000 всё прописано везде стоит sim_avail = true, укрытия от выброса есть, также прописаны, сим, сквады есть. В скриптах локация и укрытия прописаны, у меня как-то получалось, а потом почему-то слетело. Может стоит полазить в simulation.ltx?